Turtle Rock Is Already Done With Back 4 Blood

Turtle Rock Studios announced that it will not be adding any more content to Back 4 Blood and will be focusing on its next big game. The game has already received three expansions: Tunnels of Terror, Children of the Worm, and River of Blood.

“Turtle Rock Studios is actually pretty small for a studio making AAA games,” Turtle Rock Studios said in a statement. “We don’t have quite enough folks to continue working on Back 4 Blood content while we spin up another game – yes, another game! Given this, it’s time for us to put our heads down, get back in the lab, and get to work on the next big thing.”

Turtle Rock Studios continued, “While we may be a bit quieter in the short term we promise that we’ll be Back, bigger, bolder, and better than ever!

The studio said that it will continue to support the game and noted that it is available to play via PlayStation Plus Extra and Premium as well as Xbox Game Pass.

Turtle Rock Studios was part of Valve until 2010 but was recently acquired by Tencent back in 2021.

In IGN’s Back 4 Blood review, we said, “Back 4 Blood doesn’t nail all the twists it attempts, but a creative card-based progression system, fantastic campaign, and lighthearted tone make it a fun spin on a familiar genre.”

George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

Tim Schafer to Be Inducted Into AIAS Hall of Fame at DICE Awards This Month

Double Fine Productions founder Tim Schafer will be inducted into the Academy of Interactive Arts & Sciences (AIAS) Hall of Fame this month at the 26th annual DICE Awards, in recognition of his over 30-year impact on the games industry.

Schafer’s career began at LucasArts in 1989 as a programmer working on games including Indiana Jones and the last Crusade and Maniac Mansion. He was eventually invited by Ron Gilbert to work on The Secret of Monkey Island and its sequel, both of which received massive acclaim. Schafer went on to design games such as Day of the Tentacle, Full Throttle, and Grim Fandango before eventually leaving LucasArts in 2000 to found Double Fine Productions and create Psychonauts, Psychnauts 2, Brutal Legend, and Broken Age.

AIAS Hall of Fame status is given to “game creators who have been instrumental in the development of highly influential games and moving a particular genre forward.” Schafer will join past honorees such as Ed Boon, Connie Booth, Bonnie Ross, Todd Howard, Hideo Kojima, and others.

“Tim has been a beacon of creativity and innovation in the games industry for decades,” said head of PlayStation Creators Greg Rice, who will be presenting the award. “Since the early days of LucasArts he’s been setting the benchmark for storytelling in games, and with the formation of Double Fine he created a place that not only allowed him to continue to deliver incredible games, but also inspire and support others doing the same. He truly is a legend.”

We praised Double Fine’s most recent work under Schafer, Psychonauts 2, for its “weird and wonderfully written story” and its expansion of its predecessor “toward both grander and more intimate threats without losing the joyous childhood adventure vibes of the original.”

The 26th annual DICE Awards will take place on Thursday, February 23, in Las Vegas as a part of the 2023 DICE Summit.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Hi-Fi Rush Is Exactly What Xbox Needs Right Now

The difference between PlayStation and Xbox over the past generation-plus isn’t just the quantity of exclusives, it’s the quality of them. Microsoft has had precious few exclusives at all, which in and of itself has been a big problem. But worse, the number of those that have been not just good but fantastic is embarrassingly small. And that’s why last week’s surprise reveal and immediate shadow-drop of Tango Gameworks’ rhythm-action game Hi-Fi Rush was so huge for Xbox. It surprised, it delighted, and it’s a viral hit – and it’s exactly what Xbox needs right now.

Rhythm-action games aren’t new. But they’ve also never really been “hit” games. We’ve enjoyed a steady diet of them over the past few years, likely from game developers who themselves are, like many gamers, mourning the seemingly permanent death of the plastic-instrument genre that Guitar Hero and Rock Band pioneered in the late-2000s. And while a number of the new-age rhythm-action games have been good – last year’s Metal: Hellsinger leaned hard into its theme and was an incredibly fun game for doing so – there’s something more approachable and appealing about Hi-Fi Rush. Maybe it’s the literal-cartoon art style and its equally cartoonish plot about a teenager who cuts the line at Vandelay Technologies to get his disabled right arm replaced with a functioning robotic limb, only to end up getting rockstar powers courtesy of the iPod that gets mistakenly fused to his chest during the automated, factory-like procedure.

Hi-Fi Rush makes this silly-sounding premise sing though, with humor, liberal use of the entire color palette (recalling past Xbox cult classics like Jet Set Radio Future and Sunset Overdrive), and gameplay that rewards combo moves and special attacks pulled off to the beat of its incredible soundtrack – including cuts from Nine Inch Nails and The Black Keys – but, crucially, doesn’t penalize you for failing to stay in rhythm. Every moment literally exudes joy, as even the normally boring bits of the environment bop to the beat as your rockstar avatar Chai snaps his fingers or taps his foot.

Both Microsoft and the Xbox community needed this

The result is an instantly lovable game that feels fresh and has taken the gaming community by storm. And Bethesda knew it had something special. Everyone has been talking about Hi-Fi Rush for the past week, and deservedly so. It’s also the beneficiary of great timing; the only other significant release around the same time was the Dead Space remake, which, while outstanding, is hardly gunning for the same audience. Dead Space and Hi-Fi Rush couldn’t be more opposite if they tried!

Furthermore, to be blunt, both Microsoft and the Xbox community needed this. We thought the cloudy days were gone forever in 2021, but the dark skies returned last year, with even Xbox boss Phil Spencer acknowledging the dearth of exclusive game releases over the past 12 months. Xbox’s no-show at The Game Awards in December only further tested fans’ patience. And so, the fact that Microsoft didn’t just give us release dates for key first-half-of-the-year exclusives at its recent Developer_Direct broadcast but also released a kickass new game that very day was a jolt of positivity, enthusiasm, and downright fun that Xbox has been lacking in for much of the early part of this new console generation.

So where are we now as we head into the second month of a critical year for Xbox? Forza Motorsport seems to be pushed to the second half of 2023, and Starfield is still something of a question mark, release-date-wise, but for the moment Xbox fans are eatin’ good thanks to a joyous, totally-out-of-left-field surprise from one of the studios it acquired to solve its first-party game problem. Now if you’ll excuse me, I’ve got some more evil corporate bosses to beat down with my robot guitar arm…

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

WWE 2K23 Hands-On Preview

After the infamous WWE 2K20 misstep, the hugely popular WWE 2K22 arrived last year to course-correct the series and revolutionize the way we play simulations of the squared circle. Hot on its heels and looking to capitalise on its predecessor’s revolution this year is WWE 2K23. But from what I’ve played so far, it feels less like it’s standing on the shoulders of the giant, and rather peaking over cautiously.

As to be expected, WWE 2K23 comes with all the bells, whistles, and powerbombs you’d expect from a new WWE game. There’s a whole new roster featuring the likes of the returning Cody Rhodes and the up-and-coming NXT champion, Bron Breakker. Also receiving a yearly upgrade is the wrestler’s attire, music, and general presentation. It’s all as up-to-date as it could be, but outside of these upgrades, I couldn’t help but shake the feeling that, at its core, it was largely the same game as before.

Much like the way lots of sports games iterate on their established winning formula, everything in terms of gameplay in WWE 2K23 has rolled over from the previous game. So much so that despite only having an hour to play the game, I immediately felt at home with the breaker system, combos, reversals, and all the grappling intricacies. If you’re familiar with 2K22, you’ll know exactly what to expect.

For the first time in the series, WWE 2K23 extends the canvas with the addition of an extra ring.

That’s not to say there aren’t a few new clever additions though. The first to stand out is the arrival of the long-awaited and heavily requested match type; WarGames. For the first time in the series, WWE 2K23 extends the canvas with the addition of an extra ring. WarGames features two rings side-by-side with a cage surrounding both, with entrants from either a three or four-man team entering in intervals. From a glance, this could appear like a re-purposed version of any other six or eight-man speciality matches like Hell in a Cell, but there are a couple of interesting details that not only help break this apart from the pack, but also help it stand out in its own right.

Like its real-life counterpart, the WarGames match features an interesting swing in the advantage for either team, with one team being a wrestler short at several intervals. At this point the team with the handicap has to fend off their rivals knowing that they’re at a severe disadvantage, biding their time until one of their teammates can enter the action. That teammate, however, can choose to grab a weapon (or weapons) to not only even the odds but perhaps flip the advantage the other way.

Unlike Hell in a Cell or Elimination Chamber, WarGames’s two-ring setup also affords the player more space to work with, preventing the congestion and clumsiness seen in the aforementioned modes. There’s also an interesting drama that comes from the bout being settled by one pinfall, which could easily happen whilst you’re duking it out in the other ring. This presents an interesting risk/reward conundrum, forcing you to separate from your teammates and potentially miss the important save so you can afford yourself the space to do maximum damage to your opponent. All of this presents an interesting swing in match dynamics and one I’ve not experienced before in a wrestling game. And with WarGames being available as an online mode, I’m excited at the prospect of this back-and-forth concept playing out against other players.

The 2K showcase makes a predictable return to the series, but with its potentially freshest, most exciting pivot yet. Despite the showcase having John Cena – this year’s cover star – as the focus, you never actually get to play as the sixteen-time World champion. Instead, the series of matches now focus on every time John Cena lost an important match, with the player taking control of the superstar who took him down. Not only is the tale of all his losses an interesting story to be told by the man himself between matches, but it also has the benefit of providing variety to the player by not forcing them to play as one character a dozen times in a row.

Even though the mode now offers that much-desired playable character diversity, I’m still slightly cautious about the entertainment value of this showcase. I only got to experience one match from this series which involved the historic ECW One Night Stand match, where Rob Van Dam dethrones Cena as the WWE champion. But from what I saw there appears to be an over-reliance on the (albeit impressive) switch to real-life footage, with several periods of just watching the actual match for minutes at a time. I found myself feeling like I wanted to be back in the action and create these moments myself, not just watching clips of footage that are already burned into my brain. It’s a small niggle from a small sample, and I’m still very interested in playing the full showcase, but I’m slightly worried it’s not everything I hoped for.

I took to this alternate pin kick out option immediately, which surprised even me!

Despite what I said about the gameplay earlier, there is one advertised change that did make a difference to the core mechanics. WWE 2K23 now introduces an optional variety to kicking out of pin attempts, offering the choice for players to flick the right stick in a timed window as opposed to mashing a button. The kick out zone is a sliding bar that decreases in size and moves more unpredictably as the match progresses and your vitality decreases. I took to this alternate option immediately, which surprised even me, but the tactile feel of the flick, the one-to-one representation of the movement, and the last-gasp nature sold me on the concept of accurately reflecting the drama of a WWE match. With the rapid button-pressing option, knowing you’re out for the count is telegraphed early, but the new timed window system always provides the elusive chance of a kick out that you don’t get when the button-pressing demands are beyond the realms of human capability. And what could be more wrestling than the drama of that shocking kick out?

It can be argued that 2K22 set a new benchmark in terms of grappling gameplay, with my personal (and perhaps controversial) opinion being that the series is currently the best it’s ever been. But with this comes the struggle for the next game in the series to do more beyond small iterations, and I feel like this year’s game is in the unfortunate position of struggling to make its own dramatic statement. From what I’ve seen so far, there are certainly some worthwhile and fun steps in WWE 2K23, and fans of WarGames, John Cena, and having an up-to-date roster are in for a treat. I just worry that the final game might not make the impact its revolutionary younger brother did.

Dale Driver is the UK Video Lead for IGN and a lifelong WWE fan/apologist who acknowledges his Tribal Chief. Be thoroughly bored by following him Twitter at @_daledriver.

PlayStation 5 Boasts Best Quarter Yet After Huge Increase in Sales

Sony’s video game division has experienced its best financial quarter since launching the PlayStation 5, boasting a huge increase in console sales and first-party software.

As revealed in Sony’s 2022 third-quarter financial results, the PS5 saw its best ever sales quarter with 7.1 million consoles sold during the three months ending December 31, 2022. That puts the console at 12.8 million sold during the 2022 financial year, and 32 million units shipped since launch. That’s a 34% increase year-on-year, a figure that demonstrates the supply issues that once plagued the console may well and truly be behind us.

The PS5’s success has seen Sony increase its annual sales target, from 18 to 19 million.

Sales revenue for the Game & Network Services Segment of Sony clocked in at ¥1246.5 billion, a 53% year-on-year increase, while operating profit came in at ¥116 billion, a 25% year-on-year increase. This makes for not just the best quarter of the year, but the best quarterly results of the PS5’s entire lifespan.

Sony has had similar good news beyond just console sales. It’s 86.5 million video game sales didn’t quite hit the highs of Q3 last year (92.7 million), but this year’s Q3 saw a substantial increase in first-party game sales; of the 86.5 million games sold, 20.8 million were first-party. 11 million of those alone were God of War Ragnarok.

PlayStation Plus saw a small increase in subscribers, up from 45.5m to 46.6m. That doesn’t bring it back up to its peak of 48 million users, but the service’s monthly active users has grown to 112 million. PS Plus revenue has also increased for a second consecutive quarter, probably thanks to subscribers of higher-tier PS Plus plans.

It’s been a strong quarter for PlayStation, then. But while it seems that supply issues will no longer hinder the console, it has certainly prevented it from attaining the same figures as its predecessor. By this same point in its lifecycle, the PlayStation 4 had shipped just under 38 million units.

For more from PlayStation, check out our stories about the new PS5 beta software update that adds Discord voice chat, as well as the PS Plus games for February and the end of the PS Plus Collection for PS5.

Matt Purslow is IGN’s UK News and Features Editor.

Sony Testing Discord Voice Chat on PlayStation 5 With Beta Users

A new PS5 system software beta has added Discord voice chat and Variable Refresh Rate support for 1440p displays, among a number of other upgrades.

Announced on the PlayStation Blog, the new system software is available for beta participants in the U.S., Canada, Japan, UK, Germany, and France. Its main feature is the addition of Discord voice chat, which allows cross-platform calls through the popular Discord system. Users will need to link their Discord and PlayStation Network accounts to use the service, and then begin a call on the Discord mobile app before transferring it to their console. It seems a little more fiddly than a standard PSN party, but will no doubt be very welcome to those who frequently play with friends who are on Xbox and PC.

The other headline feature of the beta update is Variable Refresh Rate support for 1440p resolution displays. This allows smoother visual performance when using a VR-compatible HDMI 2.1 display, provided the game supports Variable Refresh Rate. VRR can be enabled from your Screen and Video settings.

The new beta also provides a variety of smaller user experience-focused upgrades. These include the ability to share you screen directly from a friend’s profile card; a “Friends Who Play” tile that shows who on your friends list also plays the game you’re looking at; a new manual upload function for sending specific gameplay captures to the PS App; PS VR and PS VR2 filters for the game library; a new PS5 to PS5 data transfer function (available over Wi-Fi or LAN); and a notification pop-up for PS4 games that alerts you to any PS4 save game data you have in the cloud.

There’s also a limited U.S. and UK release for video capture voice commands. This allows users to say “Hey PlayStation, capture that” to save a video clip of gameplay. It’s the Xbox Kinect days all over again.

For more from the world of PlayStation, check out the games coming to PS Plus in February, as well as the news that the PS5 PS Plus Collection is being removed entirely later this year.

Matt Purslow is IGN’s UK News and Features Editor.

Final Fantasy 14’s Latest Raid Sparks Controversy as World First Winners Accused of Cheating

What should have been a celebration of a group clearing the most challenging possible content in Final Fantasy 14: Endwalker has turned into controversy, as the very first team to clear the latest FF14 raid has been accused of cheating.

Except…it’s also kind of not cheating? Depending on who you ask.

The gist is that last week, FF14 patch 6.31 released, including a new, super-hard version of an existing raid: The Omega Protocol. A typical race to be the first raid team in the world to clear it ensued, with a group called Unnamed_ taking the crown on Monday by posting screenshots of their victory. However, not long after, an unlisted video began to circulate showing one of their members using a mod to zoom the camera out much farther than it normally should be able to do, presumably to get a better view on the mechanics. There are also some less-obvious UI mods displayed in the video tracking various elements of the fight.

Per FF14’s terms of service, mods of any kind are not permitted in the game. Unnamed_ has since been disqualified from the race and had its kill revoked both in-game and by a popular logging site. Additionally, a lengthy statement was published on the official FF14 news board from FF14 director Naoki Yoshida, reiterating Square Enix’s stance on third-party tools (none whatsoever permitted) and that unspecified punishments would be enacted for using them. The post additionally condemns the recording and circulation of certain in-game cutscenes and other footage that isn’t intended to be recordable.

“The ultimate raid series is the most difficult battle content within FFXIV, and we release this content after testing that it can be cleared without the use of any third-party tools,” Yoshida wrote. “However, if the presumption is that this content will be tackled and cleared with the use of third-party tools, then any reason to develop high-difficulty battle content seems to be lost. It’s very difficult for me to understand as a gamer what the meaning behind using numerous third-party tools to compete to clear first would be.

“…If the illicit use of third-party tools is made clear through our investigations, I, at the very least, will not recognize that team as the true World First.”

If you’re unfamiliar with FF14, this reads like a game rightfully cracking down on cheaters, but the reality is much more complicated. Third-party tools, mods, add-ons, whatever you call them, are actually extremely common in MMORPGs with raid content, including FF14. A large portion of high-end players will use mods to track boss mechanics, customize their UI to be more helpful, or otherwise make the game more user-friendly. FF14 rival World of Warcraft, a game with similar “World First” races around its most difficult content, has an active high-end raiding scene where everyone publicly uses dozens of mods – if you’re not, you’re dragging the group down. While FF14’s scene isn’t quite that pronounced, it’s still not a secret in the community that many people playing at the top levels are using them. They’re just not broadcasting that use because, well, things like this keep happening.

But all that said, it’s also true that given the crackdown, it’s likely there are a number of teams trying to clear the content without using mods at all. Given the threat of punishment around it, it’s hard to say precisely how common mods are across FF14. So across the community, player reactions seem to be split between people who feel the ban was justified, and others frustrated that such a harsh punishment was doled out for something that they perceive as commonplace. Some are suggesting that while some mods (such as the aforementioned small UI tools) are fine, the camera zoom was what crossed the line. All told it’s a messy situation, unhelped by the fact that there aren’t actually any anti-cheat measures preventing this from happening.

While the community may likely never come to a consensus, modding in FF14 is likely to continue unless Square Enix’s crackdown grows more severe to the point of impacting regular players en masse. That said, having such a prize actively taken away is likely to discourage serious world first hopefuls from trying such a thing in the future.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Secret Single-Player Titanfall Game Reportedly Canceled by EA

Electronic Arts is currently in the midst of a slew of cancellations and closures, the latest being a previously unknown project code-named TFL or Titanfall Legends — a secret single-player game set in the Titanfall and Apex Legends universe. The news was first reported by Bloomberg.

Not much is known about Titanfall Legends save that it was reportedly directed by Mohammad Alavi, who served as a design on the Titanfall games among other projects. Alavi departed EA early last year.

The cancellation coincides with the closure of the mobile versions of Apex Legends and Battlefield, as well as the shuttering of Industrial Toys. According to Bloomberg, roughly 50 developers were affected by the Titanfall Legends’ cancellation. EA will reportedly try to place them in other positions within the company.

Titanfall’s last solo outing was in 2016. It initially sold poorly but subsequently gained a following thanks to its superb single-player shooter design.

“It’s rare that a sequel evolves on every part of the original concept so consistently for the better, but Titanfall 2 is that exception,” we wrote in our review at the time. “Its feelgood movement is the foundation for both the engaging action and platforming gameplay of its strong campaign and its over-the-top competitive multiplayer. With bolstered progression, customization, variety, and a fleshed-out story, Respawn has made good on its original vision with Titanfall 2. And bottom line, it’s just damn fun to play.”

It was succeeded by 2019’s Apex Legends, a battle royale that cut the mechs but retained the setting. Yesterday’s closure of Apex Legends Mobile, coming less than a year after its original release, was a surprise to observers, but EA hinted that it may return.

As for Titanfall, a proper sequel seems further away than ever.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Amazon Lightning Deal: SanDisk 1TB Micro SDXC Card (Nintendo Switch Compatible) for $99.99

For today only Amazon is offering this Lightning deal: score a SanDisk Ultra 1TB Micro SDXC card for only $99.99, down about 30% from its original retail price of $139.99. This is the same deal we saw during Black Friday and Cyber Monday.

If you’ve started compiling a collection of digital games, you probably already know just how limited the Switch’s base storage capacity. With only 32GB of starting space (and some of it reserved for the OS), you’ll barely fit The Legend of Zelda: Breath of the Wild and Pokemon Sword or Shield, which tap out at 13.5GB each! There’s only one expansion slot in the Switch console so you want to make sure you get the biggest card you can afford.

Black Friday Deals on Nintendo Switch Memory Cards

The SanDisk Ultra Micro SDXC cards are pretty much the exact same memory cards as the ones that have the Nintendo branding on them. In fact, the Nintendo branded cards are also made by SanDisk. The SanDisk Ultra has respectable U1 A1 read and write speeds. There are other more expensive U3 A2 cards that are faster, but If you’re putting this in the Nintendo Switch, it doesn’t even matter. The Nintendo Switch can only support U1 speeds, so a higher rated U3 speed will just be throttled back down to U1 speeds anyways. So make sure your money goes into maximum storage capacity, not maximum speed.

Steam Deck Owners Can Use These Cards Too!

The Switch isn’t the only gaming system that accepts these cards. If you’re a Steam Deck owner, you can also use this card, especially if you picked up the 64GB storage option. This deal may come around on Black Friday, but we highly doubt that it will be any cheaper. You might as well get it now and never worry about running out of space again. Check out our guide to the best SD cards for Steam Deck for more info.

For more deals, take a look at our daily deals for today.

God of War Ragnarok Reaches 11 Million Units Sold Milestone

Santa Monica Studio has confirmed that God of War Ragnarok has sold through 11 million copies.

The developer behind the latest God of War shared the news on Twitter with an adorably funny gif of Kratos making a heart with his hands.

“We’re incredibly humbled that #GodofWarRagnarok has officially sold through 11 million copies,” Santa Monica Studio wrote. “None of this would be possible without the support of our fans, so thank you for coming on this journey with us.”

In 2022, Sony shared that 2018’s God of War had sold more than 23 million copies through September 30, 2022. It’s important to note that those sales include the PC release of God of War, so expect a big boost to come God of War Ragnarok’s way if it makes it to PC.

While God of War Ragnarok has yet to reach the heights of 23 million copies sold, it did become the fastest-selling first-party game in PlayStation history with 5.1 million copies sold during its debut week.

In our God of War Ragnarok review, we said, “An enthralling spectacle to behold and an even more exciting one to take the reins of, God of War Ragnarok melds action and adventure together to create a new, unforgettable Norse saga. Impeccable writing, pitch-perfect performances, knockout action – it’s a complete work of art from top to bottom.”

For more, check out our God of War Ragnarok performance analysis, where Kratos ranked on IGN’s PlayStation character face-off, and the latest details on the God of War live-action series headed to Prime Video.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.